Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787)
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7a56b41124
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23b655f8e3
36
imgui.cpp
36
imgui.cpp
@ -3701,7 +3701,7 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl
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ImGuiContext& g = *GImGui;
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if (id != g.NavId)
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return;
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if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
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if (!g.NavCursorVisible && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
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return;
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if (id == g.LastItemData.ID && (g.LastItemData.ItemFlags & ImGuiItemFlags_NoNav))
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return;
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@ -3910,7 +3910,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas)
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NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
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NavIdIsAlive = false;
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NavMousePosDirty = false;
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NavDisableHighlight = true;
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NavCursorVisible = false;
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NavDisableMouseHover = false;
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NavAnyRequest = false;
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@ -4444,7 +4444,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
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ImGuiWindow* window = g.CurrentWindow;
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IM_ASSERT_USER_ERROR((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0, "Invalid flags for IsItemHovered()!");
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if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
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if (g.NavDisableMouseHover && g.NavCursorVisible && !(flags & ImGuiHoveredFlags_NoNavOverride))
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{
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if (!IsItemFocused())
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return false;
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@ -4824,7 +4824,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
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ImGuiContext& g = *GImGui;
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FocusWindow(window);
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SetActiveID(window->MoveId, window);
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g.NavDisableHighlight = true;
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g.NavCursorVisible = false;
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g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
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g.ActiveIdNoClearOnFocusLoss = true;
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SetActiveIdUsingAllKeyboardKeys();
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@ -5835,7 +5835,7 @@ bool ImGui::IsAnyItemActive()
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bool ImGui::IsAnyItemFocused()
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{
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ImGuiContext& g = *GImGui;
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return g.NavId != 0 && !g.NavDisableHighlight;
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return g.NavId != 0 && g.NavCursorVisible;
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}
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bool ImGui::IsItemVisible()
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@ -6689,7 +6689,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
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// Title bar only
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const float backup_border_size = style.FrameBorderSize;
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g.Style.FrameBorderSize = window->WindowBorderSize;
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ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
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ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && g.NavCursorVisible) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
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RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
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g.Style.FrameBorderSize = backup_border_size;
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}
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@ -12189,7 +12189,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
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ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET_MOUSE * scale;
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ImRect r_avoid;
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if (!g.NavDisableHighlight && g.NavDisableMouseHover && !g.IO.ConfigNavMoveSetMousePos)
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if (g.NavCursorVisible && g.NavDisableMouseHover && !g.IO.ConfigNavMoveSetMousePos)
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r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
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else
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r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
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@ -12272,7 +12272,7 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
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g.NavDisableMouseHover = true;
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else
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g.NavDisableHighlight = true;
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g.NavCursorVisible = false;
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// Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
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NavClearPreferredPosForAxis(ImGuiAxis_X);
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@ -12738,7 +12738,7 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
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void ImGui::NavRestoreHighlightAfterMove()
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{
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ImGuiContext& g = *GImGui;
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g.NavDisableHighlight = false;
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g.NavCursorVisible = true;
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g.NavDisableMouseHover = g.NavMousePosDirty = true;
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}
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@ -12789,7 +12789,7 @@ static ImGuiInputSource ImGui::NavCalcPreferredRefPosSource()
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const bool activated_shortcut = g.ActiveId != 0 && g.ActiveIdFromShortcut && g.ActiveId == g.LastItemData.ID;
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// Testing for !activated_shortcut here could in theory be removed if we decided that activating a remote shortcut altered one of the g.NavDisableXXX flag.
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if ((g.NavDisableHighlight || !g.NavDisableMouseHover || !window) && !activated_shortcut)
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if ((!g.NavCursorVisible || !g.NavDisableMouseHover || !window) && !activated_shortcut)
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return ImGuiInputSource_Mouse;
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else
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return ImGuiInputSource_Keyboard; // or Nav in general
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@ -12897,7 +12897,7 @@ static void ImGui::NavUpdate()
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// Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
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bool set_mouse_pos = false;
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if (g.NavMousePosDirty && g.NavIdIsAlive)
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if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
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if (g.NavCursorVisible && g.NavDisableMouseHover && g.NavWindow)
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set_mouse_pos = true;
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g.NavMousePosDirty = false;
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IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
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@ -12913,7 +12913,7 @@ static void ImGui::NavUpdate()
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// Set output flags for user application
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io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
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io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
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io.NavVisible = (io.NavActive && g.NavId != 0 && g.NavCursorVisible) || (g.NavWindowingTarget != NULL);
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// Process NavCancel input (to close a popup, get back to parent, clear focus)
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NavUpdateCancelRequest();
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@ -12921,7 +12921,7 @@ static void ImGui::NavUpdate()
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// Process manual activation request
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g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
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g.NavActivateFlags = ImGuiActivateFlags_None;
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if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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if (g.NavId != 0 && g.NavCursorVisible && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner));
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const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, 0, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, 0, ImGuiKeyOwner_NoOwner)));
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@ -12946,7 +12946,7 @@ static void ImGui::NavUpdate()
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}
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}
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if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
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g.NavDisableHighlight = true;
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g.NavCursorVisible = false;
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if (g.NavActivateId != 0)
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IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
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@ -13003,7 +13003,7 @@ static void ImGui::NavUpdate()
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// Always prioritize mouse highlight if navigation is disabled
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if (!nav_keyboard_active && !nav_gamepad_active)
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{
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g.NavDisableHighlight = true;
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g.NavCursorVisible = false;
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g.NavDisableMouseHover = set_mouse_pos = false;
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}
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@ -13147,7 +13147,7 @@ void ImGui::NavUpdateCreateMoveRequest()
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IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
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g.NavInitRequest = g.NavInitRequestFromMove = true;
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g.NavInitResult.ID = 0;
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g.NavDisableHighlight = false;
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g.NavCursorVisible = true;
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}
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// When using gamepad, we project the reference nav bounding box into window visible area.
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@ -13211,7 +13211,7 @@ void ImGui::NavUpdateCreateTabbingRequest()
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// See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
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const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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if (nav_keyboard_active)
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g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
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g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavCursorVisible == false && g.ActiveId == 0) ? 0 : +1;
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else
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g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
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ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
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@ -15823,7 +15823,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
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Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
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Text("NavActivateFlags: %04X", g.NavActivateFlags);
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Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
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Text("NavCursorVisible: %d, NavDisableMouseHover: %d", g.NavCursorVisible, g.NavDisableMouseHover);
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Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
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Text("NavFocusRoute[] = ");
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for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--)
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2
imgui.h
2
imgui.h
@ -29,7 +29,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.91.4 WIP"
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#define IMGUI_VERSION_NUM 19135
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#define IMGUI_VERSION_NUM 19136
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#define IMGUI_HAS_TABLE
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/*
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@ -2144,7 +2144,8 @@ struct ImGuiContext
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ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
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bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
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bool NavMousePosDirty; // When set we will update mouse position if io.ConfigNavMoveSetMousePos is set (not enabled by default)
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bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
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bool NavCursorVisible; // Nav focus rectangle is visible? We hide it after a mouse click. We show it after a nav move.
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//bool NavDisableHighlight; // Before 1.91.4 (2024/10/18) we used g.NavDisableHighlight. g.NavCursorVisible is the new variable name, with opposite value (g.NavDisableHighlight = !g.NavCursorVisible)
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bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
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// Navigation: Init & Move Requests
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@ -620,12 +620,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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}
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if (pressed)
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g.NavDisableHighlight = true;
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g.NavCursorVisible = false;
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}
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// Gamepad/Keyboard handling
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// We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse.
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if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover)
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if (g.NavId == id && g.NavCursorVisible && g.NavDisableMouseHover)
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if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))
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hovered = true;
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if (g.NavActivateDownId == id)
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@ -689,7 +689,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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ClearActiveID();
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}
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if (!(flags & ImGuiButtonFlags_NoNavFocus))
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g.NavDisableHighlight = true;
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g.NavCursorVisible = false;
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}
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else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
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{
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@ -7001,7 +7001,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
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if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
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{
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SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
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g.NavDisableHighlight = true;
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g.NavCursorVisible = false;
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}
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}
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if (pressed)
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@ -8624,7 +8624,7 @@ void ImGui::EndMenuBar()
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IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary)
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FocusWindow(window);
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SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
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g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
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g.NavCursorVisible = false; // Hide nav cursor for the current frame so we don't see the intermediary selection.
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g.NavDisableMouseHover = g.NavMousePosDirty = true;
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NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat
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}
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